3D Environment Artist with 10+ years of experience creating real-time environments, modular architecture, and game-ready assets. Specializes in hard-surface modeling, PBR materials, and Unreal Engine environment production, with experience across game development and shipped VR applications.
• Built and textured modular architectural kits for a post-apocalyptic city, creating storefronts, entrances, walls, windows, and trim that can be combined into a wide variety of distinct buildings.
• Modeled, UV-mapped, textured, and placed high-detail environment props in Unreal Engine 5, using Nanite and vertex-based material masking to balance visual fidelity and real-time performance.
• Created modular sidewalk and road assets with realistic geometric variation, weathering, and environmental damage to bring depth and believability to the game's post-apocalyptic city.
• Redesigned and developed the primary operating-room environment used across VR training modules, transforming an older space into a cohesive, realistic environment through architectural modeling, surgical fixtures, and set dressing.
• Collaborated with technical artists on optimized shaders and material solutions that improved visual realism and established a consistent look across props and environments.
• Built modular environment assets that accelerated development of new clinical environments while maintaining consistent visual quality across shipped VR experiences.
• Modeled and textured game-ready surgical instruments, medical equipment, and hard-surface props using PBR workflows for shipped Unity VR training simulations.
• Created approximately 100 reusable PBR and Substance Painter smart materials, alongside modeling and baking standards that improved visual consistency and accelerated hard-surface asset production across the team.
• Developed 3D environments using a proprietary game engine for a live online event hosted by Epic Games
• Created modular environment assets and props optimized for real-time rendering
• Designed and implemented level layouts with a focus on visual storytelling and player experience
• Collaborated closely with design and tech teams to ensure artistic vision aligned with game-play requirements
• Recreated hundreds of photorealistic PBR materials from real-world manufacturer references using Substance Painter and Unreal material instances, building a reusable library of customizable architectural finishes.
• Created modular architectural assets, furnishings, and interior environments for shipped Unreal Engine applications, balancing visual fidelity, asset reuse, and real-time performance.
• Designed and oversaw modular production workflows that increased environment delivery from 1 home every 4 weeks to 2–3 per week, enabling faster deployment of customizable homes to customers.
• Modeled & textured detailed ship and submarine interiors using high and low-poly workflows, creating realistic environments for real-time naval training simulations.
• Recreated complex laboratory equipment for a Los Alamos National Laboratory research simulation, producing high-detail 3D models for real-time rendering in Unity.
• Trained under industry professionals in real-time and VFX production pipelines, gaining hands-on experience with tools and workflows used in AAA game development.
• Led multidisciplinary teams of various sizes to develop multiple award-winning game projects
Interacting with different disciplines was formative for joining the industry.
• Specialized in environment art, with a focus on hard-surface props, large-scale set pieces, and foliage creation.
• Collaborated across disciplines, including design, tech art, and animation, to deliver cohesive, production ready content.
• Built a strong foundation in traditional art principles, including color theory, composition, and design, complemented by game development coursework.
• Gained adaptable creative and technical skills applicable across real-time and VFX pipelines
• Developed a flexible workflow grounded in core artistic fundamentals, enabling quick adaptation to diverse production environments